Art Talks & Sketches


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Title: (A)I Feel
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Is it possible for machines to feel emotions? As we know for now, machines have no emotion. But if we humans teach them, will they be able to learn? (A)I FEEL is a project dedicated to find answers to our questions by creating a teaching & learning process between humans and a machine. To teach the machine, it asks each user to draw a picture which represents a specific emotion. Then, to demonstrate what the machine has learned, users can draw pictures to portray his/her emotion at the moment. Using Convolutional Neural Network (CNN), the machine will interpret user’s emotion into joy, sadness, anger, fear or disgust and colors the picture according to the emotion. The whole process will be visualized as an interactive installation which encourages people to participate in the project.


Title: 7x7
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

We live surrounded by displays such as TV, smartphone, computer. These bitmap displays consist of pixels arranged in a two-dimensional plane. 7×7 was created by re-arranging these pixels multidimensionally. This display consists of 49 pixels, and these pixels do not overlap in the front, at the back, up, down, left or right. Therefore, each pixel is able to represent all six directions. By using these 49 pixels, 7×7 expresses “Iroha,” which is an old Japanese pangram that expresses one of the aesthetics called “Mujo (impermanence and ever changing)”.


Title: A Zooming Sketchpad, a Multiscale Narrative: Pad++, PadDraw, Gray Matters
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Pad++, a general-purpose zoomable substrate For creating and interacting with structured information, is under development by researchers at the University of New Mexico and New York University. All Pad++ objects support zooming, and there ore mechanisms for navigating through a multiscale space using panning, zooming, and hyperlinks. Pad++ includes a number of efficiency mechanisms that help maintain interactive frame­rates with large and complicated graphical scenes.

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Title: Abstract Reality
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Abstract Reality is an interactive installation that creates 3D geometric art as an abstract expression of physical human bodies. The application takes viewers physical features and their relation to the physical space as inputs to generate and place basic geometric forms in a virtual 3D space. Each geometric shape, virtual position and orientation, and color are affected by individual viewer’s physical positions, movements, and dominant colors. The overall structure of the geometric shapes is controlled by a modified Voronoi diagram, a computational geometric algorithm, to explore novel aesthetics.


Title: Agitato
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Project Agitato attempts to represent the evolving music information within a single image frame, in the hope to capture the subjective and perceptual qualities of time expressed in music. The title of the project, named from the music term agitato, depicts the restless agitated style of the music. Each image in this series is generated based on a musical passage from Nicolas Scherzinger’s ‘inter-sax-tive’. For a given moment in time, its spectrum of frequencies is analyzed and used as the input to construct visual elements with various characteristics. As the music progress, the visual elements accumulate and are composed into a single image that reflects the music material within a defined duration of time, allowing viewers to perceive music passage from a single viewpoint, rather than as a linear experience of time


Title: Agree to Disagree Online
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Any collaboration is a negotiation. While most artistic teams hide the filibustering, intellectual posturing, and shifting alliances that lie behind their decisions, Agree to Disagree Online brings these facets of collaboration to the fore.

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Title: Algorithmic Analysis and Visualization of Motion in Cinema
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

This talk explores some of the possible applications of unsupervised machine learning methods in found footage cinema, a tradition of experimental art that re-edits excerpts from existing films. This artistic practice sometimes aims to reconfigure our experience of the moving image heritage. In this context, machine learning algorithms has the potential to capture aspects of the cinematic experience for which we lack critical concepts, and which are for this reason difficult to describe. One important example concerns cinematic motion. Established critical discourse often speaks of motion in film by reference to the movement of objects or the camera. Film scholars might describe a scene by noting, for instance, that a person is walking fast or that the camera is tilting upwards. What is missing in this kind of description is the visual texture of cinematic movement. The two-channel algorithmic installation Errant: The Kinetic Propensity of Images applies matrix factorization techniques to the analysis of optical flow in cinema, focusing on the work of Chinese director King Hu. This method produces a visual dictionary of basic motion patterns the represent what could be described as the “kinetic overtones” of image sequences. The results are then visualized using streaklines, a technique from fluid dynamics. This presentation will discuss the motivation and methodology used in the production of this work, in relation to other work by the speaker. Implications for cinema theory will also be briefly discussed.


Title: An American Gothic... or a Pound of Prevention
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Manifest destiny: In “Excerpts from the Vancouver Lectures,” Jack Spicer relates the story: Yeats, 1918, a train bound for Los Angeles. His wife in a trance, automatic writing, taking dictation from “spooks.” Yeats poses the question: “What are you here for?” And the spooks reply: “We are here to give metaphors for your poetry.”

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Title: Anathema / Anatema
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Anathema is the psychological study of Doug’s demons, nightmares and fantasies in a dream-like autoscopy that displays the strengths and vulnerabilities of a self-altered and self-made man in his 70’s. The piece was created with the Kinect volumetric sensor, with music by Mexican cyber-punk musician Cesar Cardenas aka Zoonosis.


Title: Art Talks Invited Speaker - Beyond Algorithmic Genericism
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

With the recent renewed interest in art generated by Artificial Intelligence (AI), it is timely to re-explore the body of knowledge and critique around art made by algorithms. Since computers were first adopted as art machines a number of enduring criticisms have reoccured over the decades, often with different names, but ultimately similar conceptual foundations. Essentially they relate to issues of authorship (who is the author when an “intelligent” machine is involved in the art making process?), autonomy (how much of the decision making and creative judgment is absolved to the machine?), authenticity (can creative acts or outputs made by machines ever be authentic?) and intention (is it right to think of machines as artists?). As AI technologies are increasingly fetishised by technologists and artists, a renewed debate around these criticisms has reemerged. In this talk I want to specifically address the issue of algorithmic genericism: how can algorithmic art practices escape the spectre of being generic to the algorithm itself? How can a practice be informed to recognise the issues of authorship, autonomy, authenticity and intention and move beyond algorithmic genericism?


Title: Art Talks Opening - Deep Dreaming
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk

Title: Associative Audio Design
Author(s):
Exhibition: SIGGRAPH 2008: Slow Art
Writing Type: Sketch / Art Talk

Title: B/W Mind
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

We are in fact already cyborgs, replicating ourselves as avatar forms online. Our cellphones and computers act as extensions of our own neural networks, imparting a boundless knowledge of facts and figures. B/W MIND is an experiential piece designed to manifest the interconnection humans have with technology


Title: Bodygraphe
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Bodygraphe is an interactive, visual music application that unifies gestural computing with live performance art. Dancers become instruments and conductors that wholly generate graphics and sounds that correspond with their movements in real time. This video is the result of a process in computational aesthetics that explores the relationship between the body and form. Most specifically, we were inspired by visual art avant gardes that prioritized expressive geometry, such as the Neo-concrete movement of the 1950s. Through this project, we seek to make an aesthetic statement while also offering new implications for research regarding the interconnectivity between body and technology


Title: C. Bacon
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

C. Bacon is a set of interactive moving images based on a series of paintings on the theme of “Crucifixion” by Francis Bacon(1909-1992). Starting with the mysterious aesthetic language of Francis Bacon, this work attempts to build dialogues between the virtual and reality, postmodern
technology and contemporary authorship, and between machine and human


Title: Captured by an Algorithm
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Captured by an Algorithm is a commemorative plate series that looks at romance novels through the lens of the Amazon Kindle Popular Highlight algorithm. Each plate features one highlight and an algorithmically generated landscape. The highlights tell a story of the loneliness, grief, vulnerability, and discontent felt by the readers.


Title: CharActor
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

The personality of living things is beautiful. Is it possible to have a personality in the digital world? CharActor is a video work that produces animation by recognizing shader programs as genes and by changing the mathematical expression itself using evolutionary computation.


Title: Computer Graphics as Stainless Steel Output
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

A history of hand-held graphics might include Tarot cards, playing cards, the carte de visite, business cards, credit cards, and more recently telephone cards. While each of these subsets has a differing history and function, they also have shared attributes that continue to attract our interest. Proportions, scale, content, cast, and techniques of production all merge with more recent communication functions. Borrowing from these physical and conceptual traditions suggests possibilities for an artist using digital typography to create a kind of permanent ephemera. Incorporating stainless steel output offers an option for the designer to employ a technology similar to computer chip technology and to investigate the conversion of digitized art to artifact.

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Title: Contact/Sense
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

When we feel and sense through machines, are we still ourselves? In a mixed reality where embodied actions and blinding visions are part woman/part machine, the tactile surface of plants is a portal that conjures augmented materialities into existence.


Title: Convolution by Wild System
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

A child-sized robot sits immersed in a full-room projection of an evolving audiovisual virtual environment. The robot ‘talks’ to the virtual environment, telling of its impressions and what it would like to see and hear. People come and go, talking with the robot about the virtual environment, and showing it pictures on their phones. The robot learns these impressions and talks of them to the virtual environment, which evolves in response. Convolution by Wild System is a unique artwork where a robot collaborates with humans to create an ever-evolving immersive audiovisual virtual environment. The resulting artwork dissolves the boundaries between computational and physical phenomena, displaying an aesthetic that is a real hybrid of the physical and the digital, of human and machine learning, of natural and artificial intelligence, and of real and synthetic


Title: Criss~Crossing The Divine/Interactive Spiral Vortex Paint Game
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Criss~Crossing The Divine/Spiral Vortex Paint Game is an interactive game installation conceived to address the ever-expanding religious intolerance fueling global wars. Attendees use interactive wands to curate topic-words and assign more or less importance to each topic they select. The player receives color coded scripture perspectives parsed from the individual’s search. No search results are the same. Directed to a website, the player learns from which 46,000 scriptures within The Old Testament, The New Testament, The Hindu Rig Vedas, The Quran, and Buddhist Texts, their color-coded text results originated.


Title: CyberHuman Dances Series: An Articulation of Body, Space, and Motion in Performance
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

The CyberHuman Dance Series is an experimental dance work exploring simulations of physical and virtual phenomena in the context of perfor­mance. By integrating innovative digital technology with the choreographic and design process, this work investigates all aspects of design and performance in cyberspace, with particular emphasis on issues of real and perceived boundaries between virtual space and real space, and the possibility of a blurred distinction between two intersecting worlds.

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Title: Design Speech Acts: "How to do things with words" in Virtual Communities
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Cyberspace is language-based (cf. Cicognani, 1996, 1997; Winograd,1987), and so are virtual communities. The author argues that virtual communities are ideal places to experience and enhance a language for design, and for designers.

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Title: Disability in the Arts
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Life with a physical disability has allowed me a unique and humbling perspective that has manifested in my art work. I create art with and for people who live with various types of physical and/or mental limitations.

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Title: Dream Clanger
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Dream Clanger is a hybrid art/computer science project that re-imagines AFL Player GPS data and match video. Building on Baden Pailthorpe’s 2017 major exhibition ‘Clanger’, this work pushes the envelope further by integrating machine learning.


Title: Dream Grrrls: Metaphors
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

The process of designing multi-user virtual environments (VE) is similar to the process of designing code or imagery, in that it is necessary to passionately maintain a catalog of ideas and references. VE design combines these passions to construct a consistent graphical user interface (GUI) with metaphors for exploration and self-reflection in a collaborative team effort.

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Title: Dynamic3: Interactive Physics and Physicality In Three Dimensions
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

We lose the joy of pliability in our interactions with the computer when we get lost in a cacophony of visual iconic references. There is no grace. Dynamic3 emphasizes the subtleties of interaction. Not what is seen, but what is felt. A physics-based computational model and a fluid physical interface amplify the expression.

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Title: Embodisuit
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

A collaboration between Sophia Brueckner and Rachel Freire, the Embodisuit allows its wearer to map signals onto different places on their body. It both critiques and offers an alternative to current trends in wearable technology. Most wearables harvest data from their users to be sent and processed elsewhere. The Embodisuit flips this paradigm. Informed by embodied cognition, the suit instead receives signals from an IoT platform, and each signal controls a different haptic actuator on the body. Knowledge can be experienced ambiently without necessitating the interpretation of symbols by the conscious mind. The suit empowers wearers to reconfigure their boundaries strengthening their connection to the people, places, and things that are meaningful to them. Furthermore, we hypothesize that by changing the way people live with data, it will change the type of data that people create.


Title: Etheroid
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

An etheroid is a device that mediates an invisible “something” to exist in space. Each etheroid behaves autonomously, without any higher orders dictating how it is to behave. If you set a new etheroid near another one, the new etheroid will be added to the movements of the existing etheroids. Each propagates this behavior to one of the surrounding etheroids repeatedly. Thus, the movements of etheroids as a whole creates an invisible moving “something”. This concept is to create an atom of media for existence, which is invisible. The devices operate under a physical neural network. An infrared LED illuminates invisible lights within a certain range. Together with a general communication module called XBee, the etheroid uses XBee to send information from one to another. The information list corresponds to a temporary storage area. Since the list is constantly updated, operation will continue even if the number of etheroids increases or decreases.


Title: Forces in Equilibrium
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Forces in Equilibrium explores how equilibrium is formed out of chaos. The installation is comprised of two components. In the first component, a sensor is mounted under the top of a pedestal. When magnets are moved on the pedestal, images and sound on a nearby display become wild and unstable, as if the magnet has unusual powers. The second component is a seesaw controlled by a servomotor. When laser light lands on the seesaw, it tilts accordingly, as if the light has weight. The art works show both magnetic force and laser light as not merely ethereal but as entities capable of affecting images, sounds and movements.


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